C++ bindings for the Godot script API
 
 
 
 
 
 
Go to file
Rémi Verschelde 129c358a72
Merge pull request #968 from Faless/build/4.x_custom_paths
[SCons] Fix custom API file/dir relative paths.
2023-01-09 23:25:10 +01:00
.github Merge pull request #903 from PapyChacal/build_library 2022-12-19 23:03:17 +01:00
gdextension gdextension: Sync with upstream commit d0398f62f08ce0cfba80990b21c6af4181f93fe9 (4.0-beta10) 2022-12-23 23:37:22 +01:00
include/godot_cpp Extension header: amend const correctness of `p_args` parameters 2022-12-14 15:47:42 +01:00
misc Rename godot-headers to gdextension, move header to top folder 2022-12-14 12:36:59 +01:00
src Merge pull request #961 from mihe/char-string-length 2022-12-20 10:44:08 +01:00
test Rename godot-headers to gdextension, move header to top folder 2022-12-14 12:36:59 +01:00
tools [SCons] Platform agnostic default toolchain (GNU). 2022-12-20 17:41:34 +01:00
.clang-format Add more static checks and move to separate file to match main repo 2022-10-09 01:46:28 -05:00
.gdignore Add .gdignore file to godot-cpp, for use as submodule in Godot projects 2022-12-22 16:01:03 +01:00
.gitattributes Getting this to compile on mac os x 2017-06-16 23:50:48 +10:00
.gitignore [SCons] Refactor targets, symbols, optimizations. 2022-10-04 16:05:40 +02:00
.gitmodules Remove godot-headers submodule, copy files directly 2022-03-15 10:19:07 +01:00
CMakeLists.txt Rename godot-headers to gdextension, move header to top folder 2022-12-14 12:36:59 +01:00
LICENSE.md Update copyright year 2022-03-15 10:17:53 +01:00
Makefile Update Makefile after recent buildsystem changes 2022-10-06 14:34:29 +02:00
README.md Rename godot-headers to gdextension, move header to top folder 2022-12-14 12:36:59 +01:00
SConstruct [SCons] Fix custom API file/dir relative paths. 2023-01-09 21:09:49 +01:00
binding_generator.py Fix enum return value size. 2023-01-07 00:48:40 +02:00

README.md

godot-cpp

This repository contains the C++ bindings for the Godot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Godot Engine repository:

  • master tracks the current development branch.
  • 3.x tracks the development of the next 3.x minor release.
  • Other versioned branches (e.g. 3.3, 3.2) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Godot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Godot version.

As the master branch of Godot is constantly getting updated, if you are using godot-cpp against a more current version of Godot, see the instructions in the gdextension folder to update the relevant files.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this: Pull request workflow

Please install clang-format and copy the files in misc/hooks into .git/hooks so formatting is done before your changes are submitted.

Getting Started

It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Godot project you'll need a .gdextension file, which replaces what was the .gdnlib before. Follow the example:

[configuration]

entry_symbol = "example_library_init"

[libraries]

macos.debug = "bin/libgdexample.macos.debug.framework"
macos.release = "bin/libgdexample.macos.release.framework"
windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so"
# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern "C" {

// Initialization.

GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
	godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);

	init_obj.register_initializer(initialize_example_module);
	init_obj.register_terminator(uninitialize_example_module);
	init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);

	return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Godot module would do.

using namespace godot;
void initialize_example_module(ModuleInitializationLevel p_level) {
	if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
		return;
	}
	ClassDB::register_class<Example>();
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Included Example

Check the project in the test folder for an example on how to use and register different things.